
The A.C.E.S. Once the watchful guardians of Switchblade City - are being taken down, one by one. Now it's up to one man, with two fists, to get to the bottom of it all. Fallen Aces is a crime noir FPS that plays right out of the '90s and looks like it's right outta the comics.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
About
Enter a world of heroes, villains, crime, corruption and betrayal!
Fallen Aces is a FPS crime noir that plays right out of the '90s and looks right out of the comics.
A gritty crime noir saga: spanning three episodes and dozens of levels, and featuring fully voiced hand drawn comic cutscenes - Fallen Aces tells a real story.
The world is your weapon: use fists, knives, pipes, bats, trash cans, frying pans, pistols, shotguns, nail guns, spear guns, Tommy guns and more to take back Switchblade City.
Non linear level design: Choose your path, use stealth, go loud or try a mixture of both!
Hand drawn: 100% original hand drawn art and animation brings the game to life.
Fuggedaboutit!: Hundreds of lines of authentic period era gangster dialogue injects personality into the wide array of people and places in Fallen Aces.
Genres
Sums Steam only; GOG publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $11.99−20% | 6.9Kreviews | 97% | — | $2.7M |
| — | 0ratings | 0% | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 327 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
очень классная, крутые бои, интересные эпизоды. много секретных мест.
Genuinely one of the best retro immersive sims ive played all my life. Everything in it; the design, the art-style, the music - it all just tickles my brain in the right way.
yup
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Reviews, worldwide (the counter carries no country): 2/day in the week to Jul 25 → 16/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 24 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,404 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Hours played at review time, across 327 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I'll make it short, since everyone probably already knows what this is: an immersive sim that looks like XIII. Got it. It's a very well made game so far, and with Episode 2 coming for free, I couldn't be happier to support this studio. However, it has a very distinct identity, which seems stylish 90% of the time, but can be a bit confusing at other times. Anecdotally speaking (things I would like to see improved): - they stick to the comic book look that makes everything look like a cardboard cutout at all costs, which is super authentic, but you can't see things or enemies from above. Which is kind of questionable in a game as vertical as this one. A lot of the time you will be looking at enemies from a distance to sound out the environs, or from above, but you can't really make them out. Mid-tier annoying. Also, maybe slightly thicker edges around the characters would help in terms of visual readability. In comparison, Paper Mario doesn't have mechanics adjacent to needing to see characters from all angles, so it can omit this point for style, but Fallen Aces DOES utilize and require you to use those mechanics, so this is NOT GOOD. - related to the above point, a zoom function (other than when reading comics) or binoculars as a cheap item to get at the hideout would probably help A LOT. - also, expected and would have liked to see some hidden pathways, vents, destructible secret walls etc. in the hideout. - going stealth is sometimes more awkward than it should be, because enemies will see you in places and at distances you would think were safe. So far, I didn't get a good grasp on this point in particular and always end up slaughtering everybody, which I dislike a lot, since I have no similar problems in other stealth games (not in Hitman, neither in Deus Ex, even Styx did this one better). - a strong selling point of theirs is that any object can be used as a weapon somehow or other (even rats and pigeons), which is super cool, but it is unfathomably hard to guess how sturdy they are or how much damage they do. I think they already improved on this (could be the Mandela effect though), but I think it's still not enough. When I throw a whole man, as in, a corpse, at another man, I would to see that guy tumble over and take some visible damage, get stunned, or whatever else you would expect. Same for huge vases or espresso machines and so on. - noise detection of enemies seems to be inexistant. The only way they can detect you is via visibility, which isn't implemented as well as it could be (as stated above). I understand that this part is probably a lot of work to get right, so I can deal with it. Still worth mentioning. That should be all I wanted to mention to the devs, since this is a great game that still has even more potential to realize yet. May the gooners always smile upon you, or something like that.
2. bölüm sonunda çıktı oyun daha iyi oldu. Unutulduğunu düşünüyordum ama 2. bölümün çıkması bana bayağı ümitt verdi deneyin derim pişman olmazsınız
Incredible immsim,
it's very rough around the edges, but it's a good game.
The greatest modern immersive sim I've played, mad props to the team. If you like player choice and freedom of approach, you should absolutely play this game. Not once have I thought: "Man, I really wish the developers had thought of this." They really did think of everything, and then some. The attention to detail is massive yet disappears into the background as you get sucked into the gameplay. Exactly as it should be. It takes a huge amount of talent and experience to pull that off, and this team has plenty of both. 10/10, up there with ULTRAKILL on my list of NewBlood masterpieces.
非常好游戏
очередной скрытый алмаз
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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